
It provides information such as the file CRC and asset dependencies. This manifest file is a text file that you can open with any text editor. Additionally, each AssetBundle will have an associated file with a. (Please note that you need to create the “AssetBundles” folder in your project folder in advance of running this script.)Įach AssetBundle that is exported will have the name created in the AssetBundle menu. The BuildPipeline.BuildAssetBundles function creates the AssetBundles that have been labelled, and puts them into an output folder called “AssetBundles”. Whn you select this menu item to call the function and build the AssetBundles, you will see a build dialog with a progress bar. This script creates a menu item at the bottom of the Assets menu. The following script exports AssetBundles: using UnityEditor īuildPipeline.BuildAssetBundles ("AssetBundles") Exporting AssetBundlesĪssetBundles are exported from the editor using script code. The meta file belonging to an Asset will have the chosen AssetBundle name written into it. If you create AssetBundles which have no assets assigned to them, then the “Remove Unused Names” option can be used. Using a forward slash in the name of the AssetBundle effectively creates folders, and the menu will have sub-menus, as the picture above shows. If you use upper-case characters in the name they will be converted to lower-case. This AssetBundle may contain other assets which have previously been added. In the picture the Asset asset has been added to an AssetBundle called environment/desert.

Using this menu, you can create one or more Asset Bundles, give them names, and then use these new AssetBundle names as the destination for the asset. You can then continue to add other assets to this bundle by selecting those assets in your project view, then assigning them to the named bundle using this menu at the bottom of the inspector window.īy default the AssetBundle option for Assets is set to None, meaning the asset will not be written into an AssetBundle and will instead be packaged with the main project itself. If you haven’t yet defined the a bundle, click ‘New’, and enter a name for your bundle. Clicking this will reveal the names of any currently defined asset bundles, plus the option to define a new bundle: AssetBundle creation At the very bottom of the inspector window for that asset, there is an Asset Bundle menu. To begin creating an asset bundle, you must first select an asset from your project folder that you would like to include in a bundle.
